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Diffstat (limited to '3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-ue4/asm/tese/ds-patch-inputs.asm.tese')
-rw-r--r--3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-ue4/asm/tese/ds-patch-inputs.asm.tese216
1 files changed, 216 insertions, 0 deletions
diff --git a/3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-ue4/asm/tese/ds-patch-inputs.asm.tese b/3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-ue4/asm/tese/ds-patch-inputs.asm.tese
new file mode 100644
index 00000000000..4a872e5f7d6
--- /dev/null
+++ b/3rdparty/bgfx/3rdparty/spirv-cross/reference/opt/shaders-ue4/asm/tese/ds-patch-inputs.asm.tese
@@ -0,0 +1,216 @@
+#pragma clang diagnostic ignored "-Wmissing-prototypes"
+#pragma clang diagnostic ignored "-Wmissing-braces"
+
+#include <metal_stdlib>
+#include <simd/simd.h>
+
+using namespace metal;
+
+template<typename T, size_t Num>
+struct spvUnsafeArray
+{
+ T elements[Num ? Num : 1];
+
+ thread T& operator [] (size_t pos) thread
+ {
+ return elements[pos];
+ }
+ constexpr const thread T& operator [] (size_t pos) const thread
+ {
+ return elements[pos];
+ }
+
+ device T& operator [] (size_t pos) device
+ {
+ return elements[pos];
+ }
+ constexpr const device T& operator [] (size_t pos) const device
+ {
+ return elements[pos];
+ }
+
+ constexpr const constant T& operator [] (size_t pos) const constant
+ {
+ return elements[pos];
+ }
+
+ threadgroup T& operator [] (size_t pos) threadgroup
+ {
+ return elements[pos];
+ }
+ constexpr const threadgroup T& operator [] (size_t pos) const threadgroup
+ {
+ return elements[pos];
+ }
+};
+
+struct type_ShadowDepthPass
+{
+ float PrePadding_ShadowDepthPass_LPV_0;
+ float PrePadding_ShadowDepthPass_LPV_4;
+ float PrePadding_ShadowDepthPass_LPV_8;
+ float PrePadding_ShadowDepthPass_LPV_12;
+ float PrePadding_ShadowDepthPass_LPV_16;
+ float PrePadding_ShadowDepthPass_LPV_20;
+ float PrePadding_ShadowDepthPass_LPV_24;
+ float PrePadding_ShadowDepthPass_LPV_28;
+ float PrePadding_ShadowDepthPass_LPV_32;
+ float PrePadding_ShadowDepthPass_LPV_36;
+ float PrePadding_ShadowDepthPass_LPV_40;
+ float PrePadding_ShadowDepthPass_LPV_44;
+ float PrePadding_ShadowDepthPass_LPV_48;
+ float PrePadding_ShadowDepthPass_LPV_52;
+ float PrePadding_ShadowDepthPass_LPV_56;
+ float PrePadding_ShadowDepthPass_LPV_60;
+ float PrePadding_ShadowDepthPass_LPV_64;
+ float PrePadding_ShadowDepthPass_LPV_68;
+ float PrePadding_ShadowDepthPass_LPV_72;
+ float PrePadding_ShadowDepthPass_LPV_76;
+ float PrePadding_ShadowDepthPass_LPV_80;
+ float PrePadding_ShadowDepthPass_LPV_84;
+ float PrePadding_ShadowDepthPass_LPV_88;
+ float PrePadding_ShadowDepthPass_LPV_92;
+ float PrePadding_ShadowDepthPass_LPV_96;
+ float PrePadding_ShadowDepthPass_LPV_100;
+ float PrePadding_ShadowDepthPass_LPV_104;
+ float PrePadding_ShadowDepthPass_LPV_108;
+ float PrePadding_ShadowDepthPass_LPV_112;
+ float PrePadding_ShadowDepthPass_LPV_116;
+ float PrePadding_ShadowDepthPass_LPV_120;
+ float PrePadding_ShadowDepthPass_LPV_124;
+ float PrePadding_ShadowDepthPass_LPV_128;
+ float PrePadding_ShadowDepthPass_LPV_132;
+ float PrePadding_ShadowDepthPass_LPV_136;
+ float PrePadding_ShadowDepthPass_LPV_140;
+ float PrePadding_ShadowDepthPass_LPV_144;
+ float PrePadding_ShadowDepthPass_LPV_148;
+ float PrePadding_ShadowDepthPass_LPV_152;
+ float PrePadding_ShadowDepthPass_LPV_156;
+ float PrePadding_ShadowDepthPass_LPV_160;
+ float PrePadding_ShadowDepthPass_LPV_164;
+ float PrePadding_ShadowDepthPass_LPV_168;
+ float PrePadding_ShadowDepthPass_LPV_172;
+ float PrePadding_ShadowDepthPass_LPV_176;
+ float PrePadding_ShadowDepthPass_LPV_180;
+ float PrePadding_ShadowDepthPass_LPV_184;
+ float PrePadding_ShadowDepthPass_LPV_188;
+ float PrePadding_ShadowDepthPass_LPV_192;
+ float PrePadding_ShadowDepthPass_LPV_196;
+ float PrePadding_ShadowDepthPass_LPV_200;
+ float PrePadding_ShadowDepthPass_LPV_204;
+ float PrePadding_ShadowDepthPass_LPV_208;
+ float PrePadding_ShadowDepthPass_LPV_212;
+ float PrePadding_ShadowDepthPass_LPV_216;
+ float PrePadding_ShadowDepthPass_LPV_220;
+ float PrePadding_ShadowDepthPass_LPV_224;
+ float PrePadding_ShadowDepthPass_LPV_228;
+ float PrePadding_ShadowDepthPass_LPV_232;
+ float PrePadding_ShadowDepthPass_LPV_236;
+ float PrePadding_ShadowDepthPass_LPV_240;
+ float PrePadding_ShadowDepthPass_LPV_244;
+ float PrePadding_ShadowDepthPass_LPV_248;
+ float PrePadding_ShadowDepthPass_LPV_252;
+ float PrePadding_ShadowDepthPass_LPV_256;
+ float PrePadding_ShadowDepthPass_LPV_260;
+ float PrePadding_ShadowDepthPass_LPV_264;
+ float PrePadding_ShadowDepthPass_LPV_268;
+ float4x4 ShadowDepthPass_LPV_mRsmToWorld;
+ float4 ShadowDepthPass_LPV_mLightColour;
+ float4 ShadowDepthPass_LPV_GeometryVolumeCaptureLightDirection;
+ float4 ShadowDepthPass_LPV_mEyePos;
+ packed_int3 ShadowDepthPass_LPV_mOldGridOffset;
+ int PrePadding_ShadowDepthPass_LPV_396;
+ packed_int3 ShadowDepthPass_LPV_mLpvGridOffset;
+ float ShadowDepthPass_LPV_ClearMultiplier;
+ float ShadowDepthPass_LPV_LpvScale;
+ float ShadowDepthPass_LPV_OneOverLpvScale;
+ float ShadowDepthPass_LPV_DirectionalOcclusionIntensity;
+ float ShadowDepthPass_LPV_DirectionalOcclusionRadius;
+ float ShadowDepthPass_LPV_RsmAreaIntensityMultiplier;
+ float ShadowDepthPass_LPV_RsmPixelToTexcoordMultiplier;
+ float ShadowDepthPass_LPV_SecondaryOcclusionStrength;
+ float ShadowDepthPass_LPV_SecondaryBounceStrength;
+ float ShadowDepthPass_LPV_VplInjectionBias;
+ float ShadowDepthPass_LPV_GeometryVolumeInjectionBias;
+ float ShadowDepthPass_LPV_EmissiveInjectionMultiplier;
+ int ShadowDepthPass_LPV_PropagationIndex;
+ float4x4 ShadowDepthPass_ProjectionMatrix;
+ float4x4 ShadowDepthPass_ViewMatrix;
+ float4 ShadowDepthPass_ShadowParams;
+ float ShadowDepthPass_bClampToNearPlane;
+ float PrePadding_ShadowDepthPass_612;
+ float PrePadding_ShadowDepthPass_616;
+ float PrePadding_ShadowDepthPass_620;
+ float4x4 ShadowDepthPass_ShadowViewProjectionMatrices[6];
+ float4x4 ShadowDepthPass_ShadowViewMatrices[6];
+};
+
+constant float4 _90 = {};
+
+struct main0_out
+{
+ float4 out_var_TEXCOORD10_centroid [[user(locn0)]];
+ float4 out_var_TEXCOORD11_centroid [[user(locn1)]];
+ float out_var_TEXCOORD6 [[user(locn2)]];
+ float3 out_var_TEXCOORD7 [[user(locn3)]];
+ float4 gl_Position [[position]];
+};
+
+struct main0_in
+{
+ float4 in_var_PN_POSITION_0 [[attribute(10)]];
+ float4 in_var_PN_POSITION_1 [[attribute(11)]];
+ float4 in_var_PN_POSITION_2 [[attribute(12)]];
+ float4 in_var_TEXCOORD10_centroid [[attribute(16)]];
+ float4 in_var_TEXCOORD11_centroid [[attribute(17)]];
+};
+
+struct main0_patchIn
+{
+ float4 in_var_PN_POSITION9 [[attribute(13)]];
+ patch_control_point<main0_in> gl_in;
+};
+
+[[ patch(triangle, 0) ]] vertex main0_out main0(main0_patchIn patchIn [[stage_in]], constant type_ShadowDepthPass& ShadowDepthPass [[buffer(0)]], float3 gl_TessCoord [[position_in_patch]])
+{
+ main0_out out = {};
+ spvUnsafeArray<float4, 3> _93 = spvUnsafeArray<float4, 3>({ patchIn.gl_in[0].in_var_TEXCOORD10_centroid, patchIn.gl_in[1].in_var_TEXCOORD10_centroid, patchIn.gl_in[2].in_var_TEXCOORD10_centroid });
+ spvUnsafeArray<float4, 3> _94 = spvUnsafeArray<float4, 3>({ patchIn.gl_in[0].in_var_TEXCOORD11_centroid, patchIn.gl_in[1].in_var_TEXCOORD11_centroid, patchIn.gl_in[2].in_var_TEXCOORD11_centroid });
+ spvUnsafeArray<spvUnsafeArray<float4, 3>, 3> _101 = spvUnsafeArray<spvUnsafeArray<float4, 3>, 3>({ spvUnsafeArray<float4, 3>({ patchIn.gl_in[0].in_var_PN_POSITION_0, patchIn.gl_in[0].in_var_PN_POSITION_1, patchIn.gl_in[0].in_var_PN_POSITION_2 }), spvUnsafeArray<float4, 3>({ patchIn.gl_in[1].in_var_PN_POSITION_0, patchIn.gl_in[1].in_var_PN_POSITION_1, patchIn.gl_in[1].in_var_PN_POSITION_2 }), spvUnsafeArray<float4, 3>({ patchIn.gl_in[2].in_var_PN_POSITION_0, patchIn.gl_in[2].in_var_PN_POSITION_1, patchIn.gl_in[2].in_var_PN_POSITION_2 }) });
+ float _119 = gl_TessCoord.x * gl_TessCoord.x;
+ float _120 = gl_TessCoord.y * gl_TessCoord.y;
+ float _121 = gl_TessCoord.z * gl_TessCoord.z;
+ float4 _127 = float4(gl_TessCoord.x);
+ float4 _131 = float4(gl_TessCoord.y);
+ float4 _136 = float4(gl_TessCoord.z);
+ float4 _139 = float4(_119 * 3.0);
+ float4 _143 = float4(_120 * 3.0);
+ float4 _150 = float4(_121 * 3.0);
+ float4 _164 = ((((((((((_101[0][0] * float4(_119)) * _127) + ((_101[1][0] * float4(_120)) * _131)) + ((_101[2][0] * float4(_121)) * _136)) + ((_101[0][1] * _139) * _131)) + ((_101[0][2] * _143) * _127)) + ((_101[1][1] * _143) * _136)) + ((_101[1][2] * _150) * _131)) + ((_101[2][1] * _150) * _127)) + ((_101[2][2] * _139) * _136)) + ((((patchIn.in_var_PN_POSITION9 * float4(6.0)) * _136) * _127) * _131);
+ float3 _179 = ((_93[0].xyz * float3(gl_TessCoord.x)) + (_93[1].xyz * float3(gl_TessCoord.y))).xyz + (_93[2].xyz * float3(gl_TessCoord.z));
+ float4 _182 = ((_94[0] * _127) + (_94[1] * _131)) + (_94[2] * _136);
+ float4 _189 = ShadowDepthPass.ShadowDepthPass_ProjectionMatrix * float4(_164.x, _164.y, _164.z, _164.w);
+ float4 _200;
+ if ((ShadowDepthPass.ShadowDepthPass_bClampToNearPlane > 0.0) && (_189.z < 0.0))
+ {
+ float4 _198 = _189;
+ _198.z = 9.9999999747524270787835121154785e-07;
+ float4 _199 = _198;
+ _199.w = 1.0;
+ _200 = _199;
+ }
+ else
+ {
+ _200 = _189;
+ }
+ float _209 = abs(dot(float3(ShadowDepthPass.ShadowDepthPass_ViewMatrix[0].z, ShadowDepthPass.ShadowDepthPass_ViewMatrix[1].z, ShadowDepthPass.ShadowDepthPass_ViewMatrix[2].z), _182.xyz));
+ float4 _234 = _200;
+ _234.z = ((_200.z * ShadowDepthPass.ShadowDepthPass_ShadowParams.w) + ((ShadowDepthPass.ShadowDepthPass_ShadowParams.y * fast::clamp((abs(_209) > 0.0) ? (sqrt(fast::clamp(1.0 - (_209 * _209), 0.0, 1.0)) / _209) : ShadowDepthPass.ShadowDepthPass_ShadowParams.z, 0.0, ShadowDepthPass.ShadowDepthPass_ShadowParams.z)) + ShadowDepthPass.ShadowDepthPass_ShadowParams.x)) * _200.w;
+ out.out_var_TEXCOORD10_centroid = float4(_179.x, _179.y, _179.z, _90.w);
+ out.out_var_TEXCOORD11_centroid = _182;
+ out.out_var_TEXCOORD6 = 0.0;
+ out.out_var_TEXCOORD7 = _164.xyz;
+ out.gl_Position = _234;
+ return out;
+}
+